Difference between revisions of "Zone of Control"
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[[Avatars]] | [[Avatars]] | ||
[[Units]] | [[Units]] | ||
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Ignoring [[Zone of Control]] of some types of [[Units]] can be a [[Privileged Abilities]] to other types of [[Units]] | Ignoring [[Zone of Control]] of some types of [[Units]] can be a [[Privileged Abilities]] to other types of [[Units]] | ||
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=== Can Instantiate === | === Can Instantiate === | ||
[[Movement Limitations]] | [[Movement Limitations]] | ||
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=== Can Modulate === | === Can Modulate === | ||
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== References == | == References == | ||
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== Acknowledgements == | == Acknowledgements == | ||
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Revision as of 19:37, 16 September 2011
The ability of game elements to affect the functionality of those adjacent to them.
This pattern is a still a stub.
Contents
Examples
Being a military concept, it isn't to surprising that Wargames such as Axis & Allies: Battle of the Bulge and World War 3 are the primary users of Zone of Control.
Other games that adopted the use of Zone of Control include several installments of the Civilization series and Bloodbowl, the later which uses Zone of Control to make throwing and catching the ball move difficult if opponents are nearby. It also lets players try to tackle those that try to run pass opponents.
Using the pattern
Ignoring Zone of Control of some types of Units can be a Privileged Abilities to other types of Units
Consequences
Relations
Can Instantiate
Can Modulate
Area Control Avatars, Combat, Movement, Units
Can Be Instantiated By
Can Be Modulated By
Possible Closure Effects
Potentially Conflicting With
History
New pattern created in this wiki.
References
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Acknowledgements
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